<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.8.8"/>
<title>NGUI: Next-Gen UI kit: NGUITools Class Reference</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="dynsections.js"></script>
<link href="navtree.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="resize.js"></script>
<script type="text/javascript" src="navtree.js"></script>
<script type="text/javascript">
  $(document).ready(initResizable);
  $(window).load(resizeHeight);
</script>
<link href="search/search.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="search/search.js"></script>
<script type="text/javascript">
  $(document).ready(function() { searchBox.OnSelectItem(0); });
</script>
<link href="doxygen.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<div id="titlearea">
<table cellspacing="0" cellpadding="0">
 <tbody>
 <tr style="height: 56px;">
  <td style="padding-left: 0.5em;">
   <div id="projectname">NGUI: Next-Gen UI kit
   &#160;<span id="projectnumber">3.7.2</span>
   </div>
  </td>
 </tr>
 </tbody>
</table>
</div>
<!-- end header part -->
<!-- Generated by Doxygen 1.8.8 -->
<script type="text/javascript">
var searchBox = new SearchBox("searchBox", "search",false,'Search');
</script>
  <div id="navrow1" class="tabs">
    <ul class="tablist">
      <li><a href="index.html"><span>Main&#160;Page</span></a></li>
      <li><a href="namespaces.html"><span>Packages</span></a></li>
      <li class="current"><a href="annotated.html"><span>Classes</span></a></li>
      <li><a href="files.html"><span>Files</span></a></li>
      <li>
        <div id="MSearchBox" class="MSearchBoxInactive">
        <span class="left">
          <img id="MSearchSelect" src="search/mag_sel.png"
               onmouseover="return searchBox.OnSearchSelectShow()"
               onmouseout="return searchBox.OnSearchSelectHide()"
               alt=""/>
          <input type="text" id="MSearchField" value="Search" accesskey="S"
               onfocus="searchBox.OnSearchFieldFocus(true)" 
               onblur="searchBox.OnSearchFieldFocus(false)" 
               onkeyup="searchBox.OnSearchFieldChange(event)"/>
          </span><span class="right">
            <a id="MSearchClose" href="javascript:searchBox.CloseResultsWindow()"><img id="MSearchCloseImg" border="0" src="search/close.png" alt=""/></a>
          </span>
        </div>
      </li>
    </ul>
  </div>
  <div id="navrow2" class="tabs2">
    <ul class="tablist">
      <li><a href="annotated.html"><span>Class&#160;List</span></a></li>
      <li><a href="classes.html"><span>Class&#160;Index</span></a></li>
      <li><a href="hierarchy.html"><span>Class&#160;Hierarchy</span></a></li>
      <li><a href="functions.html"><span>Class&#160;Members</span></a></li>
    </ul>
  </div>
</div><!-- top -->
<div id="side-nav" class="ui-resizable side-nav-resizable">
  <div id="nav-tree">
    <div id="nav-tree-contents">
      <div id="nav-sync" class="sync"></div>
    </div>
  </div>
  <div id="splitbar" style="-moz-user-select:none;" 
       class="ui-resizable-handle">
  </div>
</div>
<script type="text/javascript">
$(document).ready(function(){initNavTree('class_n_g_u_i_tools.html','');});
</script>
<div id="doc-content">
<!-- window showing the filter options -->
<div id="MSearchSelectWindow"
     onmouseover="return searchBox.OnSearchSelectShow()"
     onmouseout="return searchBox.OnSearchSelectHide()"
     onkeydown="return searchBox.OnSearchSelectKey(event)">
<a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(0)"><span class="SelectionMark">&#160;</span>All</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(1)"><span class="SelectionMark">&#160;</span>Classes</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(2)"><span class="SelectionMark">&#160;</span>Namespaces</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(3)"><span class="SelectionMark">&#160;</span>Files</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(4)"><span class="SelectionMark">&#160;</span>Functions</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(5)"><span class="SelectionMark">&#160;</span>Variables</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(6)"><span class="SelectionMark">&#160;</span>Typedefs</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(7)"><span class="SelectionMark">&#160;</span>Enumerations</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(8)"><span class="SelectionMark">&#160;</span>Enumerator</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(9)"><span class="SelectionMark">&#160;</span>Properties</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(10)"><span class="SelectionMark">&#160;</span>Macros</a></div>

<!-- iframe showing the search results (closed by default) -->
<div id="MSearchResultsWindow">
<iframe src="javascript:void(0)" frameborder="0" 
        name="MSearchResults" id="MSearchResults">
</iframe>
</div>

<div class="header">
  <div class="summary">
<a href="#pub-static-methods">Static Public Member Functions</a> &#124;
<a href="#properties">Properties</a> &#124;
<a href="class_n_g_u_i_tools-members.html">List of all members</a>  </div>
  <div class="headertitle">
<div class="title">NGUITools Class Reference</div>  </div>
</div><!--header-->
<div class="contents">

<p>Helper class containing generic functions used throughout the UI library.  
 <a href="class_n_g_u_i_tools.html#details">More...</a></p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-static-methods"></a>
Static Public Member Functions</h2></td></tr>
<tr class="memitem:ac56f4b23e7624744fe51d5f618df6f08"><td class="memItemLeft" align="right" valign="top">static AudioSource&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#ac56f4b23e7624744fe51d5f618df6f08">PlaySound</a> (AudioClip clip)</td></tr>
<tr class="memdesc:ac56f4b23e7624744fe51d5f618df6f08"><td class="mdescLeft">&#160;</td><td class="mdescRight">Play the specified audio clip.  <a href="#ac56f4b23e7624744fe51d5f618df6f08">More...</a><br /></td></tr>
<tr class="separator:ac56f4b23e7624744fe51d5f618df6f08"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8d1b9dfc1f1db01b65a73f967af35efa"><td class="memItemLeft" align="right" valign="top">static AudioSource&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a8d1b9dfc1f1db01b65a73f967af35efa">PlaySound</a> (AudioClip clip, float volume)</td></tr>
<tr class="memdesc:a8d1b9dfc1f1db01b65a73f967af35efa"><td class="mdescLeft">&#160;</td><td class="mdescRight">Play the specified audio clip with the specified volume.  <a href="#a8d1b9dfc1f1db01b65a73f967af35efa">More...</a><br /></td></tr>
<tr class="separator:a8d1b9dfc1f1db01b65a73f967af35efa"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a636697cdeb66b095a790e2f54893456a"><td class="memItemLeft" align="right" valign="top">static AudioSource&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a636697cdeb66b095a790e2f54893456a">PlaySound</a> (AudioClip clip, float volume, float pitch)</td></tr>
<tr class="memdesc:a636697cdeb66b095a790e2f54893456a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Play the specified audio clip with the specified volume and pitch.  <a href="#a636697cdeb66b095a790e2f54893456a">More...</a><br /></td></tr>
<tr class="separator:a636697cdeb66b095a790e2f54893456a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae0f332c30263a8837898a21dcc7c1207"><td class="memItemLeft" align="right" valign="top">static int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#ae0f332c30263a8837898a21dcc7c1207">RandomRange</a> (int min, int max)</td></tr>
<tr class="memdesc:ae0f332c30263a8837898a21dcc7c1207"><td class="mdescLeft">&#160;</td><td class="mdescRight">New WWW call can fail if the crossdomain policy doesn't check out. Exceptions suck. It's much more elegant to check for null instead.  <a href="#ae0f332c30263a8837898a21dcc7c1207">More...</a><br /></td></tr>
<tr class="separator:ae0f332c30263a8837898a21dcc7c1207"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7e3fb287582e90e62deb042e50c32709"><td class="memItemLeft" align="right" valign="top">static string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a7e3fb287582e90e62deb042e50c32709">GetHierarchy</a> (GameObject obj)</td></tr>
<tr class="memdesc:a7e3fb287582e90e62deb042e50c32709"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the hierarchy of the object in a human-readable format.  <a href="#a7e3fb287582e90e62deb042e50c32709">More...</a><br /></td></tr>
<tr class="separator:a7e3fb287582e90e62deb042e50c32709"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a07d7bc18e9f52b3c0abc8d12ed8710a0"><td class="memItemLeft" align="right" valign="top">static T[]&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a07d7bc18e9f52b3c0abc8d12ed8710a0">FindActive&lt; T &gt;</a> ()</td></tr>
<tr class="memdesc:a07d7bc18e9f52b3c0abc8d12ed8710a0"><td class="mdescLeft">&#160;</td><td class="mdescRight">Find all active objects of specified type.  <a href="#a07d7bc18e9f52b3c0abc8d12ed8710a0">More...</a><br /></td></tr>
<tr class="separator:a07d7bc18e9f52b3c0abc8d12ed8710a0"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab18671e3a0c8dfecde8d0f2bfd4ff404"><td class="memItemLeft" align="right" valign="top">static Camera&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#ab18671e3a0c8dfecde8d0f2bfd4ff404">FindCameraForLayer</a> (int layer)</td></tr>
<tr class="memdesc:ab18671e3a0c8dfecde8d0f2bfd4ff404"><td class="mdescLeft">&#160;</td><td class="mdescRight">Find the camera responsible for drawing the objects on the specified layer.  <a href="#ab18671e3a0c8dfecde8d0f2bfd4ff404">More...</a><br /></td></tr>
<tr class="separator:ab18671e3a0c8dfecde8d0f2bfd4ff404"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a97efb3e28c5c3db3aa77904540a81a77"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a97efb3e28c5c3db3aa77904540a81a77">AddWidgetCollider</a> (GameObject go)</td></tr>
<tr class="memdesc:a97efb3e28c5c3db3aa77904540a81a77"><td class="mdescLeft">&#160;</td><td class="mdescRight">Add a collider to the game object containing one or more widgets.  <a href="#a97efb3e28c5c3db3aa77904540a81a77">More...</a><br /></td></tr>
<tr class="separator:a97efb3e28c5c3db3aa77904540a81a77"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa99cbbbb6e15608ca873bfde7f1ee1d3"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#aa99cbbbb6e15608ca873bfde7f1ee1d3">AddWidgetCollider</a> (GameObject go, bool considerInactive)</td></tr>
<tr class="memdesc:aa99cbbbb6e15608ca873bfde7f1ee1d3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Add a collider to the game object containing one or more widgets.  <a href="#aa99cbbbb6e15608ca873bfde7f1ee1d3">More...</a><br /></td></tr>
<tr class="separator:aa99cbbbb6e15608ca873bfde7f1ee1d3"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a75acffdb73fa29dd172f02460a6c4bec"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a75acffdb73fa29dd172f02460a6c4bec">UpdateWidgetCollider</a> (GameObject go)</td></tr>
<tr class="memdesc:a75acffdb73fa29dd172f02460a6c4bec"><td class="mdescLeft">&#160;</td><td class="mdescRight">Adjust the widget's collider based on the depth of the widgets, as well as the widget's dimensions.  <a href="#a75acffdb73fa29dd172f02460a6c4bec">More...</a><br /></td></tr>
<tr class="separator:a75acffdb73fa29dd172f02460a6c4bec"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad0ec22efee68f35424dc719828f1cd2a"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#ad0ec22efee68f35424dc719828f1cd2a">UpdateWidgetCollider</a> (GameObject go, bool considerInactive)</td></tr>
<tr class="memdesc:ad0ec22efee68f35424dc719828f1cd2a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Adjust the widget's collider based on the depth of the widgets, as well as the widget's dimensions.  <a href="#ad0ec22efee68f35424dc719828f1cd2a">More...</a><br /></td></tr>
<tr class="separator:ad0ec22efee68f35424dc719828f1cd2a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8f62a9cff08763ff9967af1dcb2881bf"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a8f62a9cff08763ff9967af1dcb2881bf">UpdateWidgetCollider</a> (BoxCollider box, bool considerInactive)</td></tr>
<tr class="memdesc:a8f62a9cff08763ff9967af1dcb2881bf"><td class="mdescLeft">&#160;</td><td class="mdescRight">Adjust the widget's collider based on the depth of the widgets, as well as the widget's dimensions.  <a href="#a8f62a9cff08763ff9967af1dcb2881bf">More...</a><br /></td></tr>
<tr class="separator:a8f62a9cff08763ff9967af1dcb2881bf"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a723e5451c312265519497c4e4dca7784"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a723e5451c312265519497c4e4dca7784">UpdateWidgetCollider</a> (BoxCollider2D box, bool considerInactive)</td></tr>
<tr class="memdesc:a723e5451c312265519497c4e4dca7784"><td class="mdescLeft">&#160;</td><td class="mdescRight">Adjust the widget's collider based on the depth of the widgets, as well as the widget's dimensions.  <a href="#a723e5451c312265519497c4e4dca7784">More...</a><br /></td></tr>
<tr class="separator:a723e5451c312265519497c4e4dca7784"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a29fcbd0f827d51fab72966d687d889b0"><td class="memItemLeft" align="right" valign="top">static string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a29fcbd0f827d51fab72966d687d889b0">GetTypeName&lt; T &gt;</a> ()</td></tr>
<tr class="memdesc:a29fcbd0f827d51fab72966d687d889b0"><td class="mdescLeft">&#160;</td><td class="mdescRight">Helper function that returns the string name of the type.  <a href="#a29fcbd0f827d51fab72966d687d889b0">More...</a><br /></td></tr>
<tr class="separator:a29fcbd0f827d51fab72966d687d889b0"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af2b5bab5076d75a775c2a956fa9f71bf"><td class="memItemLeft" align="right" valign="top">static string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#af2b5bab5076d75a775c2a956fa9f71bf">GetTypeName</a> (UnityEngine.Object obj)</td></tr>
<tr class="memdesc:af2b5bab5076d75a775c2a956fa9f71bf"><td class="mdescLeft">&#160;</td><td class="mdescRight">Helper function that returns the string name of the type.  <a href="#af2b5bab5076d75a775c2a956fa9f71bf">More...</a><br /></td></tr>
<tr class="separator:af2b5bab5076d75a775c2a956fa9f71bf"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa36b09e28113ac3ac7cdc94abff21d20"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#aa36b09e28113ac3ac7cdc94abff21d20">RegisterUndo</a> (UnityEngine.Object obj, string name)</td></tr>
<tr class="memdesc:aa36b09e28113ac3ac7cdc94abff21d20"><td class="mdescLeft">&#160;</td><td class="mdescRight">Convenience method that works without warnings in both Unity 3 and 4.  <a href="#aa36b09e28113ac3ac7cdc94abff21d20">More...</a><br /></td></tr>
<tr class="separator:aa36b09e28113ac3ac7cdc94abff21d20"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a26b34b0a63923c207e0ca6a5578d94b4"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a26b34b0a63923c207e0ca6a5578d94b4">SetDirty</a> (UnityEngine.Object obj)</td></tr>
<tr class="memdesc:a26b34b0a63923c207e0ca6a5578d94b4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Convenience function that marks the specified object as dirty in the Unity Editor.  <a href="#a26b34b0a63923c207e0ca6a5578d94b4">More...</a><br /></td></tr>
<tr class="separator:a26b34b0a63923c207e0ca6a5578d94b4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a12c8a9440871c3427868397569ecc98d"><td class="memItemLeft" align="right" valign="top">static GameObject&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a12c8a9440871c3427868397569ecc98d">AddChild</a> (GameObject parent)</td></tr>
<tr class="memdesc:a12c8a9440871c3427868397569ecc98d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Add a new child game object.  <a href="#a12c8a9440871c3427868397569ecc98d">More...</a><br /></td></tr>
<tr class="separator:a12c8a9440871c3427868397569ecc98d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:acb79d10d50b3fbf8641e8d8a46318ae4"><td class="memItemLeft" align="right" valign="top">static GameObject&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#acb79d10d50b3fbf8641e8d8a46318ae4">AddChild</a> (GameObject parent, bool undo)</td></tr>
<tr class="memdesc:acb79d10d50b3fbf8641e8d8a46318ae4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Add a new child game object.  <a href="#acb79d10d50b3fbf8641e8d8a46318ae4">More...</a><br /></td></tr>
<tr class="separator:acb79d10d50b3fbf8641e8d8a46318ae4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af58290856540b1f25b682f5f3ae00baa"><td class="memItemLeft" align="right" valign="top">static GameObject&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#af58290856540b1f25b682f5f3ae00baa">AddChild</a> (GameObject parent, GameObject prefab)</td></tr>
<tr class="memdesc:af58290856540b1f25b682f5f3ae00baa"><td class="mdescLeft">&#160;</td><td class="mdescRight">Instantiate an object and add it to the specified parent.  <a href="#af58290856540b1f25b682f5f3ae00baa">More...</a><br /></td></tr>
<tr class="separator:af58290856540b1f25b682f5f3ae00baa"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa6064f17b97158c29ba13e0c06d91d5d"><td class="memItemLeft" align="right" valign="top">static int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#aa6064f17b97158c29ba13e0c06d91d5d">CalculateRaycastDepth</a> (GameObject go)</td></tr>
<tr class="memdesc:aa6064f17b97158c29ba13e0c06d91d5d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Calculate the game object's depth based on the widgets within, and also taking panel depth into consideration.  <a href="#aa6064f17b97158c29ba13e0c06d91d5d">More...</a><br /></td></tr>
<tr class="separator:aa6064f17b97158c29ba13e0c06d91d5d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1d486b4c80110d96ff5a19258b909038"><td class="memItemLeft" align="right" valign="top">static int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a1d486b4c80110d96ff5a19258b909038">CalculateNextDepth</a> (GameObject go)</td></tr>
<tr class="memdesc:a1d486b4c80110d96ff5a19258b909038"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gathers all widgets and calculates the depth for the next widget.  <a href="#a1d486b4c80110d96ff5a19258b909038">More...</a><br /></td></tr>
<tr class="separator:a1d486b4c80110d96ff5a19258b909038"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2d897fd351f9be1a06efd065b082245c"><td class="memItemLeft" align="right" valign="top">static int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a2d897fd351f9be1a06efd065b082245c">CalculateNextDepth</a> (GameObject go, bool ignoreChildrenWithColliders)</td></tr>
<tr class="memdesc:a2d897fd351f9be1a06efd065b082245c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gathers all widgets and calculates the depth for the next widget.  <a href="#a2d897fd351f9be1a06efd065b082245c">More...</a><br /></td></tr>
<tr class="separator:a2d897fd351f9be1a06efd065b082245c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a94e74f86de9b2f8a40453b7c2c4a4cff"><td class="memItemLeft" align="right" valign="top">static int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a94e74f86de9b2f8a40453b7c2c4a4cff">AdjustDepth</a> (GameObject go, int adjustment)</td></tr>
<tr class="memdesc:a94e74f86de9b2f8a40453b7c2c4a4cff"><td class="mdescLeft">&#160;</td><td class="mdescRight">Adjust the widgets' depth by the specified value. Returns '0' if nothing was adjusted, '1' if panels were adjusted, and '2' if widgets were adjusted.  <a href="#a94e74f86de9b2f8a40453b7c2c4a4cff">More...</a><br /></td></tr>
<tr class="separator:a94e74f86de9b2f8a40453b7c2c4a4cff"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:abf05d480a3dc1b69a5802e80167c1f9b"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#abf05d480a3dc1b69a5802e80167c1f9b">BringForward</a> (GameObject go)</td></tr>
<tr class="memdesc:abf05d480a3dc1b69a5802e80167c1f9b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Bring all of the widgets on the specified object forward.  <a href="#abf05d480a3dc1b69a5802e80167c1f9b">More...</a><br /></td></tr>
<tr class="separator:abf05d480a3dc1b69a5802e80167c1f9b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a894debdc4bc056201d51d66fe6402427"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a894debdc4bc056201d51d66fe6402427">PushBack</a> (GameObject go)</td></tr>
<tr class="memdesc:a894debdc4bc056201d51d66fe6402427"><td class="mdescLeft">&#160;</td><td class="mdescRight">Push all of the widgets on the specified object back, making them appear behind everything else.  <a href="#a894debdc4bc056201d51d66fe6402427">More...</a><br /></td></tr>
<tr class="separator:a894debdc4bc056201d51d66fe6402427"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6555c9a54026112c3ead4adeb38c6802"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a6555c9a54026112c3ead4adeb38c6802">NormalizeDepths</a> ()</td></tr>
<tr class="memdesc:a6555c9a54026112c3ead4adeb38c6802"><td class="mdescLeft">&#160;</td><td class="mdescRight">Normalize the depths of all the widgets and panels in the scene, making them start from 0 and remain in order.  <a href="#a6555c9a54026112c3ead4adeb38c6802">More...</a><br /></td></tr>
<tr class="separator:a6555c9a54026112c3ead4adeb38c6802"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9d901cc6fa95305e5e416178f678439c"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a9d901cc6fa95305e5e416178f678439c">NormalizeWidgetDepths</a> ()</td></tr>
<tr class="memdesc:a9d901cc6fa95305e5e416178f678439c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Normalize the depths of all the widgets in the scene, making them start from 0 and remain in order.  <a href="#a9d901cc6fa95305e5e416178f678439c">More...</a><br /></td></tr>
<tr class="separator:a9d901cc6fa95305e5e416178f678439c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a002a76e729527411410f1088b83dc669"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a002a76e729527411410f1088b83dc669">NormalizeWidgetDepths</a> (GameObject go)</td></tr>
<tr class="memdesc:a002a76e729527411410f1088b83dc669"><td class="mdescLeft">&#160;</td><td class="mdescRight">Normalize the depths of all the widgets in the scene, making them start from 0 and remain in order.  <a href="#a002a76e729527411410f1088b83dc669">More...</a><br /></td></tr>
<tr class="separator:a002a76e729527411410f1088b83dc669"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9c6195ebe2612f36aa44af2ab721e23d"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a9c6195ebe2612f36aa44af2ab721e23d">NormalizeWidgetDepths</a> (<a class="el" href="class_u_i_widget.html">UIWidget</a>[] list)</td></tr>
<tr class="memdesc:a9c6195ebe2612f36aa44af2ab721e23d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Normalize the depths of all the widgets in the scene, making them start from 0 and remain in order.  <a href="#a9c6195ebe2612f36aa44af2ab721e23d">More...</a><br /></td></tr>
<tr class="separator:a9c6195ebe2612f36aa44af2ab721e23d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0715d459e917adb980a70756a957363f"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a0715d459e917adb980a70756a957363f">NormalizePanelDepths</a> ()</td></tr>
<tr class="memdesc:a0715d459e917adb980a70756a957363f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Normalize the depths of all the panels in the scene, making them start from 0 and remain in order.  <a href="#a0715d459e917adb980a70756a957363f">More...</a><br /></td></tr>
<tr class="separator:a0715d459e917adb980a70756a957363f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af9a87a82ec65113f22f143ff507c8cf2"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_u_i_panel.html">UIPanel</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#af9a87a82ec65113f22f143ff507c8cf2">CreateUI</a> (bool advanced3D)</td></tr>
<tr class="memdesc:af9a87a82ec65113f22f143ff507c8cf2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Create a new UI.  <a href="#af9a87a82ec65113f22f143ff507c8cf2">More...</a><br /></td></tr>
<tr class="separator:af9a87a82ec65113f22f143ff507c8cf2"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aac3399728d25a186a56640807e73ce3a"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_u_i_panel.html">UIPanel</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#aac3399728d25a186a56640807e73ce3a">CreateUI</a> (bool advanced3D, int layer)</td></tr>
<tr class="memdesc:aac3399728d25a186a56640807e73ce3a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Create a new UI.  <a href="#aac3399728d25a186a56640807e73ce3a">More...</a><br /></td></tr>
<tr class="separator:aac3399728d25a186a56640807e73ce3a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0471ce27607d3e18433b46ed7353ae3f"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_u_i_panel.html">UIPanel</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a0471ce27607d3e18433b46ed7353ae3f">CreateUI</a> (Transform trans, bool advanced3D, int layer)</td></tr>
<tr class="memdesc:a0471ce27607d3e18433b46ed7353ae3f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Create a new UI.  <a href="#a0471ce27607d3e18433b46ed7353ae3f">More...</a><br /></td></tr>
<tr class="separator:a0471ce27607d3e18433b46ed7353ae3f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a35602194b1fad46338097fef9395543b"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a35602194b1fad46338097fef9395543b">SetChildLayer</a> (Transform t, int layer)</td></tr>
<tr class="memdesc:a35602194b1fad46338097fef9395543b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Helper function that recursively sets all children with widgets' game objects layers to the specified value.  <a href="#a35602194b1fad46338097fef9395543b">More...</a><br /></td></tr>
<tr class="separator:a35602194b1fad46338097fef9395543b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a010a473b2bbac50729f7e23de476e0b4"><td class="memItemLeft" align="right" valign="top">static T&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a010a473b2bbac50729f7e23de476e0b4">AddChild&lt; T &gt;</a> (GameObject parent)</td></tr>
<tr class="memdesc:a010a473b2bbac50729f7e23de476e0b4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Add a child object to the specified parent and attaches the specified script to it.  <a href="#a010a473b2bbac50729f7e23de476e0b4">More...</a><br /></td></tr>
<tr class="separator:a010a473b2bbac50729f7e23de476e0b4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:abfcd9ba8114d54ff81f8d74661021452"><td class="memItemLeft" align="right" valign="top">static T&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#abfcd9ba8114d54ff81f8d74661021452">AddChild&lt; T &gt;</a> (GameObject parent, bool undo)</td></tr>
<tr class="memdesc:abfcd9ba8114d54ff81f8d74661021452"><td class="mdescLeft">&#160;</td><td class="mdescRight">Add a child object to the specified parent and attaches the specified script to it.  <a href="#abfcd9ba8114d54ff81f8d74661021452">More...</a><br /></td></tr>
<tr class="separator:abfcd9ba8114d54ff81f8d74661021452"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3fbc7820e9ca26eb90abd6c2fe0628c3"><td class="memItemLeft" align="right" valign="top">static T&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a3fbc7820e9ca26eb90abd6c2fe0628c3">AddWidget&lt; T &gt;</a> (GameObject go)</td></tr>
<tr class="memdesc:a3fbc7820e9ca26eb90abd6c2fe0628c3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Add a new widget of specified type.  <a href="#a3fbc7820e9ca26eb90abd6c2fe0628c3">More...</a><br /></td></tr>
<tr class="separator:a3fbc7820e9ca26eb90abd6c2fe0628c3"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a26e008b1642262c308c8e94a3b00f411"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_u_i_sprite.html">UISprite</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a26e008b1642262c308c8e94a3b00f411">AddSprite</a> (GameObject go, <a class="el" href="class_u_i_atlas.html">UIAtlas</a> atlas, string spriteName)</td></tr>
<tr class="memdesc:a26e008b1642262c308c8e94a3b00f411"><td class="mdescLeft">&#160;</td><td class="mdescRight">Add a sprite appropriate for the specified atlas sprite. It will be sliced if the sprite has an inner rect, and a regular sprite otherwise.  <a href="#a26e008b1642262c308c8e94a3b00f411">More...</a><br /></td></tr>
<tr class="separator:a26e008b1642262c308c8e94a3b00f411"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0bbce0a5465a429a79d8f9a179c6a599"><td class="memItemLeft" align="right" valign="top">static GameObject&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a0bbce0a5465a429a79d8f9a179c6a599">GetRoot</a> (GameObject go)</td></tr>
<tr class="memdesc:a0bbce0a5465a429a79d8f9a179c6a599"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the rootmost object of the specified game object.  <a href="#a0bbce0a5465a429a79d8f9a179c6a599">More...</a><br /></td></tr>
<tr class="separator:a0bbce0a5465a429a79d8f9a179c6a599"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ace6a5185629188fe27d9f744f88f8949"><td class="memItemLeft" align="right" valign="top">static T&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#ace6a5185629188fe27d9f744f88f8949">FindInParents&lt; T &gt;</a> (GameObject go)</td></tr>
<tr class="memdesc:ace6a5185629188fe27d9f744f88f8949"><td class="mdescLeft">&#160;</td><td class="mdescRight">Finds the specified component on the game object or one of its parents.  <a href="#ace6a5185629188fe27d9f744f88f8949">More...</a><br /></td></tr>
<tr class="separator:ace6a5185629188fe27d9f744f88f8949"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a75790034faf2d2187095d025958b0f16"><td class="memItemLeft" align="right" valign="top">static T&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a75790034faf2d2187095d025958b0f16">FindInParents&lt; T &gt;</a> (Transform trans)</td></tr>
<tr class="memdesc:a75790034faf2d2187095d025958b0f16"><td class="mdescLeft">&#160;</td><td class="mdescRight">Finds the specified component on the game object or one of its parents.  <a href="#a75790034faf2d2187095d025958b0f16">More...</a><br /></td></tr>
<tr class="separator:a75790034faf2d2187095d025958b0f16"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae09f4ec3a0de68bf9068809e81893ba5"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#ae09f4ec3a0de68bf9068809e81893ba5">Destroy</a> (UnityEngine.Object obj)</td></tr>
<tr class="memdesc:ae09f4ec3a0de68bf9068809e81893ba5"><td class="mdescLeft">&#160;</td><td class="mdescRight">Destroy the specified object, immediately if in edit mode.  <a href="#ae09f4ec3a0de68bf9068809e81893ba5">More...</a><br /></td></tr>
<tr class="separator:ae09f4ec3a0de68bf9068809e81893ba5"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac3b139d4d337e91b2e4e8dd3cd067ae9"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#ac3b139d4d337e91b2e4e8dd3cd067ae9">DestroyImmediate</a> (UnityEngine.Object obj)</td></tr>
<tr class="memdesc:ac3b139d4d337e91b2e4e8dd3cd067ae9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Destroy the specified object immediately, unless not in the editor, in which case the regular Destroy is used instead.  <a href="#ac3b139d4d337e91b2e4e8dd3cd067ae9">More...</a><br /></td></tr>
<tr class="separator:ac3b139d4d337e91b2e4e8dd3cd067ae9"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a197118f51547e414663660eabc52b979"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a197118f51547e414663660eabc52b979">Broadcast</a> (string funcName)</td></tr>
<tr class="memdesc:a197118f51547e414663660eabc52b979"><td class="mdescLeft">&#160;</td><td class="mdescRight">Call the specified function on all objects in the scene.  <a href="#a197118f51547e414663660eabc52b979">More...</a><br /></td></tr>
<tr class="separator:a197118f51547e414663660eabc52b979"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0b10961f2adec0ab32d02ac3003f2951"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a0b10961f2adec0ab32d02ac3003f2951">Broadcast</a> (string funcName, object param)</td></tr>
<tr class="memdesc:a0b10961f2adec0ab32d02ac3003f2951"><td class="mdescLeft">&#160;</td><td class="mdescRight">Call the specified function on all objects in the scene.  <a href="#a0b10961f2adec0ab32d02ac3003f2951">More...</a><br /></td></tr>
<tr class="separator:a0b10961f2adec0ab32d02ac3003f2951"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac0cc514d7b4bcb259c4ced9275dc8288"><td class="memItemLeft" align="right" valign="top">static bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#ac0cc514d7b4bcb259c4ced9275dc8288">IsChild</a> (Transform parent, Transform child)</td></tr>
<tr class="memdesc:ac0cc514d7b4bcb259c4ced9275dc8288"><td class="mdescLeft">&#160;</td><td class="mdescRight">Determines whether the 'parent' contains a 'child' in its hierarchy.  <a href="#ac0cc514d7b4bcb259c4ced9275dc8288">More...</a><br /></td></tr>
<tr class="separator:ac0cc514d7b4bcb259c4ced9275dc8288"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa24a5ceb80197abee0f4a17318d593c7"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#aa24a5ceb80197abee0f4a17318d593c7">SetActive</a> (GameObject go, bool state)</td></tr>
<tr class="memdesc:aa24a5ceb80197abee0f4a17318d593c7"><td class="mdescLeft">&#160;</td><td class="mdescRight">SetActiveRecursively enables children before parents. This is a problem when a widget gets re-enabled and it tries to find a panel on its parent.  <a href="#aa24a5ceb80197abee0f4a17318d593c7">More...</a><br /></td></tr>
<tr class="separator:aa24a5ceb80197abee0f4a17318d593c7"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9a5c9792612064293b483683c21d7264"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a9a5c9792612064293b483683c21d7264">SetActive</a> (GameObject go, bool state, bool compatibilityMode)</td></tr>
<tr class="memdesc:a9a5c9792612064293b483683c21d7264"><td class="mdescLeft">&#160;</td><td class="mdescRight">SetActiveRecursively enables children before parents. This is a problem when a widget gets re-enabled and it tries to find a panel on its parent.  <a href="#a9a5c9792612064293b483683c21d7264">More...</a><br /></td></tr>
<tr class="separator:a9a5c9792612064293b483683c21d7264"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:adf8e6e25ca845de9c398d53bb95a9dff"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#adf8e6e25ca845de9c398d53bb95a9dff">SetActiveChildren</a> (GameObject go, bool state)</td></tr>
<tr class="memdesc:adf8e6e25ca845de9c398d53bb95a9dff"><td class="mdescLeft">&#160;</td><td class="mdescRight">Activate or deactivate children of the specified game object without changing the active state of the object itself.  <a href="#adf8e6e25ca845de9c398d53bb95a9dff">More...</a><br /></td></tr>
<tr class="separator:adf8e6e25ca845de9c398d53bb95a9dff"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a554196742a069566410173cdf6ff81f6"><td class="memItemLeft" align="right" valign="top">static bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a554196742a069566410173cdf6ff81f6">IsActive</a> (Behaviour mb)</td></tr>
<tr class="memdesc:a554196742a069566410173cdf6ff81f6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Helper function that returns whether the specified MonoBehaviour is active.  <a href="#a554196742a069566410173cdf6ff81f6">More...</a><br /></td></tr>
<tr class="separator:a554196742a069566410173cdf6ff81f6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7d6ee874b7dc77c2b23ce3123833e5a0"><td class="memItemLeft" align="right" valign="top">static bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a7d6ee874b7dc77c2b23ce3123833e5a0">GetActive</a> (Behaviour mb)</td></tr>
<tr class="memdesc:a7d6ee874b7dc77c2b23ce3123833e5a0"><td class="mdescLeft">&#160;</td><td class="mdescRight">Helper function that returns whether the specified MonoBehaviour is active.  <a href="#a7d6ee874b7dc77c2b23ce3123833e5a0">More...</a><br /></td></tr>
<tr class="separator:a7d6ee874b7dc77c2b23ce3123833e5a0"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7a611932d2e0039fcc71fc1d70c0a6f2"><td class="memItemLeft" align="right" valign="top">static bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a7a611932d2e0039fcc71fc1d70c0a6f2">GetActive</a> (GameObject go)</td></tr>
<tr class="memdesc:a7a611932d2e0039fcc71fc1d70c0a6f2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Unity4 has changed GameObject.active to GameObject.activeself.  <a href="#a7a611932d2e0039fcc71fc1d70c0a6f2">More...</a><br /></td></tr>
<tr class="separator:a7a611932d2e0039fcc71fc1d70c0a6f2"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a57f8ed7ef69ba6885e075be1e589ca9b"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a57f8ed7ef69ba6885e075be1e589ca9b">SetActiveSelf</a> (GameObject go, bool state)</td></tr>
<tr class="memdesc:a57f8ed7ef69ba6885e075be1e589ca9b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Unity4 has changed GameObject.active to GameObject.SetActive.  <a href="#a57f8ed7ef69ba6885e075be1e589ca9b">More...</a><br /></td></tr>
<tr class="separator:a57f8ed7ef69ba6885e075be1e589ca9b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3cb280fd0728a018a8e1514046bf2a96"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a3cb280fd0728a018a8e1514046bf2a96">SetLayer</a> (GameObject go, int layer)</td></tr>
<tr class="memdesc:a3cb280fd0728a018a8e1514046bf2a96"><td class="mdescLeft">&#160;</td><td class="mdescRight">Recursively set the game object's layer.  <a href="#a3cb280fd0728a018a8e1514046bf2a96">More...</a><br /></td></tr>
<tr class="separator:a3cb280fd0728a018a8e1514046bf2a96"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6960ef964518928cadb2082c4114713a"><td class="memItemLeft" align="right" valign="top">static Vector3&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a6960ef964518928cadb2082c4114713a">Round</a> (Vector3 v)</td></tr>
<tr class="memdesc:a6960ef964518928cadb2082c4114713a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Helper function used to make the vector use integer numbers.  <a href="#a6960ef964518928cadb2082c4114713a">More...</a><br /></td></tr>
<tr class="separator:a6960ef964518928cadb2082c4114713a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a29c2a0697b90ac74279096f513b93ccb"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a29c2a0697b90ac74279096f513b93ccb">MakePixelPerfect</a> (Transform t)</td></tr>
<tr class="memdesc:a29c2a0697b90ac74279096f513b93ccb"><td class="mdescLeft">&#160;</td><td class="mdescRight">Make the specified selection pixel-perfect.  <a href="#a29c2a0697b90ac74279096f513b93ccb">More...</a><br /></td></tr>
<tr class="separator:a29c2a0697b90ac74279096f513b93ccb"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6db483e91c9365407313cee1be1ea584"><td class="memItemLeft" align="right" valign="top">static bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a6db483e91c9365407313cee1be1ea584">Save</a> (string fileName, byte[] bytes)</td></tr>
<tr class="memdesc:a6db483e91c9365407313cee1be1ea584"><td class="mdescLeft">&#160;</td><td class="mdescRight">Save the specified binary data into the specified file.  <a href="#a6db483e91c9365407313cee1be1ea584">More...</a><br /></td></tr>
<tr class="separator:a6db483e91c9365407313cee1be1ea584"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a4d173c6905de1001844a9295b2c4b600"><td class="memItemLeft" align="right" valign="top">static byte[]&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a4d173c6905de1001844a9295b2c4b600">Load</a> (string fileName)</td></tr>
<tr class="memdesc:a4d173c6905de1001844a9295b2c4b600"><td class="mdescLeft">&#160;</td><td class="mdescRight">Load all binary data from the specified file.  <a href="#a4d173c6905de1001844a9295b2c4b600">More...</a><br /></td></tr>
<tr class="separator:a4d173c6905de1001844a9295b2c4b600"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a60426fbef21e04a2655040e68f28ea2c"><td class="memItemLeft" align="right" valign="top">static Color&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a60426fbef21e04a2655040e68f28ea2c">ApplyPMA</a> (Color c)</td></tr>
<tr class="memdesc:a60426fbef21e04a2655040e68f28ea2c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Pre-multiply shaders result in a black outline if this operation is done in the shader. It's better to do it outside.  <a href="#a60426fbef21e04a2655040e68f28ea2c">More...</a><br /></td></tr>
<tr class="separator:a60426fbef21e04a2655040e68f28ea2c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae121ff3c92a03a8e754845442ccbe40e"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#ae121ff3c92a03a8e754845442ccbe40e">MarkParentAsChanged</a> (GameObject go)</td></tr>
<tr class="memdesc:ae121ff3c92a03a8e754845442ccbe40e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Inform all widgets underneath the specified object that the parent has changed.  <a href="#ae121ff3c92a03a8e754845442ccbe40e">More...</a><br /></td></tr>
<tr class="separator:ae121ff3c92a03a8e754845442ccbe40e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a25d4a0c8d849dfd16932b6b561ec121d"><td class="memItemLeft" align="right" valign="top">static string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a25d4a0c8d849dfd16932b6b561ec121d">EncodeColor</a> (Color c)</td></tr>
<tr class="separator:a25d4a0c8d849dfd16932b6b561ec121d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac3dca93bffb20e95b1e7f0f334c1c38d"><td class="memItemLeft" align="right" valign="top">static Color&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#ac3dca93bffb20e95b1e7f0f334c1c38d">ParseColor</a> (string text, int offset)</td></tr>
<tr class="separator:ac3dca93bffb20e95b1e7f0f334c1c38d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af12cd5c3ef0e859a642bc2603b8ac228"><td class="memItemLeft" align="right" valign="top">static string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#af12cd5c3ef0e859a642bc2603b8ac228">StripSymbols</a> (string text)</td></tr>
<tr class="separator:af12cd5c3ef0e859a642bc2603b8ac228"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a729e80d27e312b7e4bbec1c5e7ab6ccc"><td class="memItemLeft" align="right" valign="top">static T&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a729e80d27e312b7e4bbec1c5e7ab6ccc">AddMissingComponent&lt; T &gt;</a> (this GameObject go)</td></tr>
<tr class="memdesc:a729e80d27e312b7e4bbec1c5e7ab6ccc"><td class="mdescLeft">&#160;</td><td class="mdescRight">Extension for the game object that checks to see if the component already exists before adding a new one. If the component is already present it will be returned instead.  <a href="#a729e80d27e312b7e4bbec1c5e7ab6ccc">More...</a><br /></td></tr>
<tr class="separator:a729e80d27e312b7e4bbec1c5e7ab6ccc"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa02cbd434bade08dceed81a336828c37"><td class="memItemLeft" align="right" valign="top">static Vector3[]&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#aa02cbd434bade08dceed81a336828c37">GetSides</a> (this Camera cam)</td></tr>
<tr class="memdesc:aa02cbd434bade08dceed81a336828c37"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get sides relative to the specified camera. The order is left, top, right, bottom.  <a href="#aa02cbd434bade08dceed81a336828c37">More...</a><br /></td></tr>
<tr class="separator:aa02cbd434bade08dceed81a336828c37"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:adcd441cadc307d8554449947eef190d4"><td class="memItemLeft" align="right" valign="top">static Vector3[]&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#adcd441cadc307d8554449947eef190d4">GetSides</a> (this Camera cam, float depth)</td></tr>
<tr class="memdesc:adcd441cadc307d8554449947eef190d4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get sides relative to the specified camera. The order is left, top, right, bottom.  <a href="#adcd441cadc307d8554449947eef190d4">More...</a><br /></td></tr>
<tr class="separator:adcd441cadc307d8554449947eef190d4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a16f9c249c9f3ed819e969f7709bcf461"><td class="memItemLeft" align="right" valign="top">static Vector3[]&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a16f9c249c9f3ed819e969f7709bcf461">GetSides</a> (this Camera cam, Transform relativeTo)</td></tr>
<tr class="memdesc:a16f9c249c9f3ed819e969f7709bcf461"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get sides relative to the specified camera. The order is left, top, right, bottom.  <a href="#a16f9c249c9f3ed819e969f7709bcf461">More...</a><br /></td></tr>
<tr class="separator:a16f9c249c9f3ed819e969f7709bcf461"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a43a4cff473f468d98c0a31d17d8a319a"><td class="memItemLeft" align="right" valign="top">static Vector3[]&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a43a4cff473f468d98c0a31d17d8a319a">GetSides</a> (this Camera cam, float depth, Transform relativeTo)</td></tr>
<tr class="memdesc:a43a4cff473f468d98c0a31d17d8a319a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get sides relative to the specified camera. The order is left, top, right, bottom.  <a href="#a43a4cff473f468d98c0a31d17d8a319a">More...</a><br /></td></tr>
<tr class="separator:a43a4cff473f468d98c0a31d17d8a319a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8fa28ed56f56b8bf0907f09cc89e4510"><td class="memItemLeft" align="right" valign="top">static Vector3[]&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a8fa28ed56f56b8bf0907f09cc89e4510">GetWorldCorners</a> (this Camera cam)</td></tr>
<tr class="memdesc:a8fa28ed56f56b8bf0907f09cc89e4510"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the camera's world-space corners. The order is bottom-left, top-left, top-right, bottom-right.  <a href="#a8fa28ed56f56b8bf0907f09cc89e4510">More...</a><br /></td></tr>
<tr class="separator:a8fa28ed56f56b8bf0907f09cc89e4510"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a81aa2e5592dc84aa7657b5b03d875032"><td class="memItemLeft" align="right" valign="top">static Vector3[]&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a81aa2e5592dc84aa7657b5b03d875032">GetWorldCorners</a> (this Camera cam, float depth)</td></tr>
<tr class="memdesc:a81aa2e5592dc84aa7657b5b03d875032"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the camera's world-space corners. The order is bottom-left, top-left, top-right, bottom-right.  <a href="#a81aa2e5592dc84aa7657b5b03d875032">More...</a><br /></td></tr>
<tr class="separator:a81aa2e5592dc84aa7657b5b03d875032"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a56abe3a6d7fe30a510e8e184378a8fb0"><td class="memItemLeft" align="right" valign="top">static Vector3[]&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a56abe3a6d7fe30a510e8e184378a8fb0">GetWorldCorners</a> (this Camera cam, Transform relativeTo)</td></tr>
<tr class="memdesc:a56abe3a6d7fe30a510e8e184378a8fb0"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the camera's world-space corners. The order is bottom-left, top-left, top-right, bottom-right.  <a href="#a56abe3a6d7fe30a510e8e184378a8fb0">More...</a><br /></td></tr>
<tr class="separator:a56abe3a6d7fe30a510e8e184378a8fb0"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a73e3abbe33ba8e2665ee57f8e33a9075"><td class="memItemLeft" align="right" valign="top">static Vector3[]&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a73e3abbe33ba8e2665ee57f8e33a9075">GetWorldCorners</a> (this Camera cam, float depth, Transform relativeTo)</td></tr>
<tr class="memdesc:a73e3abbe33ba8e2665ee57f8e33a9075"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the camera's world-space corners. The order is bottom-left, top-left, top-right, bottom-right.  <a href="#a73e3abbe33ba8e2665ee57f8e33a9075">More...</a><br /></td></tr>
<tr class="separator:a73e3abbe33ba8e2665ee57f8e33a9075"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae30964b1c6b6d6b0dbaca1d525798f38"><td class="memItemLeft" align="right" valign="top">static string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#ae30964b1c6b6d6b0dbaca1d525798f38">GetFuncName</a> (object obj, string method)</td></tr>
<tr class="memdesc:ae30964b1c6b6d6b0dbaca1d525798f38"><td class="mdescLeft">&#160;</td><td class="mdescRight">Convenience function that converts Class + Function combo into Class.Function representation.  <a href="#ae30964b1c6b6d6b0dbaca1d525798f38">More...</a><br /></td></tr>
<tr class="separator:ae30964b1c6b6d6b0dbaca1d525798f38"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6d90b309d630ce284ca31eb55ccdbcf8"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a6d90b309d630ce284ca31eb55ccdbcf8">Execute&lt; T &gt;</a> (GameObject go, string funcName)</td></tr>
<tr class="memdesc:a6d90b309d630ce284ca31eb55ccdbcf8"><td class="mdescLeft">&#160;</td><td class="mdescRight">Execute the specified function on the target game object.  <a href="#a6d90b309d630ce284ca31eb55ccdbcf8">More...</a><br /></td></tr>
<tr class="separator:a6d90b309d630ce284ca31eb55ccdbcf8"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a661f663f79604319e8b2919c4d9675d4"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a661f663f79604319e8b2919c4d9675d4">ExecuteAll&lt; T &gt;</a> (GameObject root, string funcName)</td></tr>
<tr class="memdesc:a661f663f79604319e8b2919c4d9675d4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Execute the specified function on the target game object and all of its children.  <a href="#a661f663f79604319e8b2919c4d9675d4">More...</a><br /></td></tr>
<tr class="separator:a661f663f79604319e8b2919c4d9675d4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae4591bd351fd483df86cd9fc1cc03600"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#ae4591bd351fd483df86cd9fc1cc03600">ImmediatelyCreateDrawCalls</a> (GameObject root)</td></tr>
<tr class="memdesc:ae4591bd351fd483df86cd9fc1cc03600"><td class="mdescLeft">&#160;</td><td class="mdescRight">Immediately start, update, and create all the draw calls from newly instantiated UI. This is useful if you plan on doing something like immediately taking a screenshot then destroying the UI.  <a href="#ae4591bd351fd483df86cd9fc1cc03600">More...</a><br /></td></tr>
<tr class="separator:ae4591bd351fd483df86cd9fc1cc03600"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="properties"></a>
Properties</h2></td></tr>
<tr class="memitem:a9555e5e8db1b60040bb9ddedde398224"><td class="memItemLeft" align="right" valign="top">static float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a9555e5e8db1b60040bb9ddedde398224">soundVolume</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a9555e5e8db1b60040bb9ddedde398224"><td class="mdescLeft">&#160;</td><td class="mdescRight">Globally accessible volume affecting all sounds played via <a class="el" href="class_n_g_u_i_tools.html#ac56f4b23e7624744fe51d5f618df6f08" title="Play the specified audio clip. ">NGUITools.PlaySound()</a>.  <a href="#a9555e5e8db1b60040bb9ddedde398224">More...</a><br /></td></tr>
<tr class="separator:a9555e5e8db1b60040bb9ddedde398224"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a89ecd889b79050b46582bf114f03f610"><td class="memItemLeft" align="right" valign="top">static bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#a89ecd889b79050b46582bf114f03f610">fileAccess</a><code> [get]</code></td></tr>
<tr class="memdesc:a89ecd889b79050b46582bf114f03f610"><td class="mdescLeft">&#160;</td><td class="mdescRight">Helper function &ndash; whether the disk access is allowed.  <a href="#a89ecd889b79050b46582bf114f03f610">More...</a><br /></td></tr>
<tr class="separator:a89ecd889b79050b46582bf114f03f610"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:acb24886fa1002dc96d5055d124ac07a2"><td class="memItemLeft" align="right" valign="top">static string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#acb24886fa1002dc96d5055d124ac07a2">clipboard</a><code> [get, set]</code></td></tr>
<tr class="memdesc:acb24886fa1002dc96d5055d124ac07a2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Access to the clipboard via undocumented APIs.  <a href="#acb24886fa1002dc96d5055d124ac07a2">More...</a><br /></td></tr>
<tr class="separator:acb24886fa1002dc96d5055d124ac07a2"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:abdbecf2a0c6cfcd07d50e1ee2f04c3f8"><td class="memItemLeft" align="right" valign="top">static Vector2&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_n_g_u_i_tools.html#abdbecf2a0c6cfcd07d50e1ee2f04c3f8">screenSize</a><code> [get]</code></td></tr>
<tr class="memdesc:abdbecf2a0c6cfcd07d50e1ee2f04c3f8"><td class="mdescLeft">&#160;</td><td class="mdescRight">Size of the game view cannot be retrieved from Screen.width and Screen.height when the game view is hidden.  <a href="#abdbecf2a0c6cfcd07d50e1ee2f04c3f8">More...</a><br /></td></tr>
<tr class="separator:abdbecf2a0c6cfcd07d50e1ee2f04c3f8"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table>
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>Helper class containing generic functions used throughout the UI library. </p>
</div><h2 class="groupheader">Member Function Documentation</h2>
<a class="anchor" id="a12c8a9440871c3427868397569ecc98d"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static GameObject NGUITools.AddChild </td>
          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>parent</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Add a new child game object. </p>

</div>
</div>
<a class="anchor" id="acb79d10d50b3fbf8641e8d8a46318ae4"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static GameObject NGUITools.AddChild </td>
          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>parent</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>undo</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Add a new child game object. </p>

</div>
</div>
<a class="anchor" id="af58290856540b1f25b682f5f3ae00baa"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static GameObject NGUITools.AddChild </td>
          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>parent</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>prefab</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Instantiate an object and add it to the specified parent. </p>

</div>
</div>
<a class="anchor" id="a010a473b2bbac50729f7e23de476e0b4"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static T <a class="el" href="class_n_g_u_i_tools.html#a12c8a9440871c3427868397569ecc98d">NGUITools.AddChild</a>&lt; T &gt; </td>
          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>parent</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Add a child object to the specified parent and attaches the specified script to it. </p>
<div class="typeconstraint">
<dl><dt><b>Type Constraints</b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em>T</em></td><td>&#160;:</td><td valign="top"><em>Component</em></td><td>&#160;</td></tr>
</table>
</dl>
</div>

</div>
</div>
<a class="anchor" id="abfcd9ba8114d54ff81f8d74661021452"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static T <a class="el" href="class_n_g_u_i_tools.html#a12c8a9440871c3427868397569ecc98d">NGUITools.AddChild</a>&lt; T &gt; </td>
          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>parent</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>undo</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Add a child object to the specified parent and attaches the specified script to it. </p>
<div class="typeconstraint">
<dl><dt><b>Type Constraints</b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em>T</em></td><td>&#160;:</td><td valign="top"><em>Component</em></td><td>&#160;</td></tr>
</table>
</dl>
</div>

</div>
</div>
<a class="anchor" id="a729e80d27e312b7e4bbec1c5e7ab6ccc"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static T NGUITools.AddMissingComponent&lt; T &gt; </td>
          <td>(</td>
          <td class="paramtype">this GameObject&#160;</td>
          <td class="paramname"><em>go</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Extension for the game object that checks to see if the component already exists before adding a new one. If the component is already present it will be returned instead. </p>
<div class="typeconstraint">
<dl><dt><b>Type Constraints</b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em>T</em></td><td>&#160;:</td><td valign="top"><em>Component</em></td><td>&#160;</td></tr>
</table>
</dl>
</div>

</div>
</div>
<a class="anchor" id="a26e008b1642262c308c8e94a3b00f411"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static <a class="el" href="class_u_i_sprite.html">UISprite</a> NGUITools.AddSprite </td>
          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>go</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="class_u_i_atlas.html">UIAtlas</a>&#160;</td>
          <td class="paramname"><em>atlas</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">string&#160;</td>
          <td class="paramname"><em>spriteName</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Add a sprite appropriate for the specified atlas sprite. It will be sliced if the sprite has an inner rect, and a regular sprite otherwise. </p>

</div>
</div>
<a class="anchor" id="a3fbc7820e9ca26eb90abd6c2fe0628c3"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static T NGUITools.AddWidget&lt; T &gt; </td>
          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>go</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Add a new widget of specified type. </p>
<div class="typeconstraint">
<dl><dt><b>Type Constraints</b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em>T</em></td><td>&#160;:</td><td valign="top"><em><a class="el" href="class_u_i_widget.html">UIWidget</a></em></td><td>&#160;</td></tr>
</table>
</dl>
</div>

</div>
</div>
<a class="anchor" id="a97efb3e28c5c3db3aa77904540a81a77"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static void NGUITools.AddWidgetCollider </td>
          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>go</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Add a collider to the game object containing one or more widgets. </p>

</div>
</div>
<a class="anchor" id="aa99cbbbb6e15608ca873bfde7f1ee1d3"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static void NGUITools.AddWidgetCollider </td>
          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>go</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>considerInactive</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Add a collider to the game object containing one or more widgets. </p>

</div>
</div>
<a class="anchor" id="a94e74f86de9b2f8a40453b7c2c4a4cff"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static int NGUITools.AdjustDepth </td>
          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>go</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>adjustment</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Adjust the widgets' depth by the specified value. Returns '0' if nothing was adjusted, '1' if panels were adjusted, and '2' if widgets were adjusted. </p>

</div>
</div>
<a class="anchor" id="a60426fbef21e04a2655040e68f28ea2c"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static Color NGUITools.ApplyPMA </td>
          <td>(</td>
          <td class="paramtype">Color&#160;</td>
          <td class="paramname"><em>c</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Pre-multiply shaders result in a black outline if this operation is done in the shader. It's better to do it outside. </p>

</div>
</div>
<a class="anchor" id="abf05d480a3dc1b69a5802e80167c1f9b"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static void NGUITools.BringForward </td>
          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>go</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Bring all of the widgets on the specified object forward. </p>

</div>
</div>
<a class="anchor" id="a197118f51547e414663660eabc52b979"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static void NGUITools.Broadcast </td>
          <td>(</td>
          <td class="paramtype">string&#160;</td>
          <td class="paramname"><em>funcName</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Call the specified function on all objects in the scene. </p>

</div>
</div>
<a class="anchor" id="a0b10961f2adec0ab32d02ac3003f2951"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static void NGUITools.Broadcast </td>
          <td>(</td>
          <td class="paramtype">string&#160;</td>
          <td class="paramname"><em>funcName</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">object&#160;</td>
          <td class="paramname"><em>param</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Call the specified function on all objects in the scene. </p>

</div>
</div>
<a class="anchor" id="a1d486b4c80110d96ff5a19258b909038"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static int NGUITools.CalculateNextDepth </td>
          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>go</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Gathers all widgets and calculates the depth for the next widget. </p>

</div>
</div>
<a class="anchor" id="a2d897fd351f9be1a06efd065b082245c"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static int NGUITools.CalculateNextDepth </td>
          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>go</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>ignoreChildrenWithColliders</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Gathers all widgets and calculates the depth for the next widget. </p>

</div>
</div>
<a class="anchor" id="aa6064f17b97158c29ba13e0c06d91d5d"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static int NGUITools.CalculateRaycastDepth </td>
          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>go</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Calculate the game object's depth based on the widgets within, and also taking panel depth into consideration. </p>

</div>
</div>
<a class="anchor" id="af9a87a82ec65113f22f143ff507c8cf2"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static <a class="el" href="class_u_i_panel.html">UIPanel</a> NGUITools.CreateUI </td>
          <td>(</td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>advanced3D</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Create a new UI. </p>

</div>
</div>
<a class="anchor" id="aac3399728d25a186a56640807e73ce3a"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static <a class="el" href="class_u_i_panel.html">UIPanel</a> NGUITools.CreateUI </td>
          <td>(</td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>advanced3D</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>layer</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Create a new UI. </p>

</div>
</div>
<a class="anchor" id="a0471ce27607d3e18433b46ed7353ae3f"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static <a class="el" href="class_u_i_panel.html">UIPanel</a> NGUITools.CreateUI </td>
          <td>(</td>
          <td class="paramtype">Transform&#160;</td>
          <td class="paramname"><em>trans</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>advanced3D</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>layer</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Create a new UI. </p>

</div>
</div>
<a class="anchor" id="ae09f4ec3a0de68bf9068809e81893ba5"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static void NGUITools.Destroy </td>
          <td>(</td>
          <td class="paramtype">UnityEngine.Object&#160;</td>
          <td class="paramname"><em>obj</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Destroy the specified object, immediately if in edit mode. </p>

</div>
</div>
<a class="anchor" id="ac3b139d4d337e91b2e4e8dd3cd067ae9"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static void NGUITools.DestroyImmediate </td>
          <td>(</td>
          <td class="paramtype">UnityEngine.Object&#160;</td>
          <td class="paramname"><em>obj</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Destroy the specified object immediately, unless not in the editor, in which case the regular Destroy is used instead. </p>

</div>
</div>
<a class="anchor" id="a25d4a0c8d849dfd16932b6b561ec121d"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static string NGUITools.EncodeColor </td>
          <td>(</td>
          <td class="paramtype">Color&#160;</td>
          <td class="paramname"><em>c</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

</div>
</div>
<a class="anchor" id="a6d90b309d630ce284ca31eb55ccdbcf8"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static void NGUITools.Execute&lt; T &gt; </td>
          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>go</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">string&#160;</td>
          <td class="paramname"><em>funcName</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Execute the specified function on the target game object. </p>
<div class="typeconstraint">
<dl><dt><b>Type Constraints</b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em>T</em></td><td>&#160;:</td><td valign="top"><em>Component</em></td><td>&#160;</td></tr>
</table>
</dl>
</div>

</div>
</div>
<a class="anchor" id="a661f663f79604319e8b2919c4d9675d4"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static void NGUITools.ExecuteAll&lt; T &gt; </td>
          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>root</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">string&#160;</td>
          <td class="paramname"><em>funcName</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Execute the specified function on the target game object and all of its children. </p>
<div class="typeconstraint">
<dl><dt><b>Type Constraints</b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em>T</em></td><td>&#160;:</td><td valign="top"><em>Component</em></td><td>&#160;</td></tr>
</table>
</dl>
</div>

</div>
</div>
<a class="anchor" id="a07d7bc18e9f52b3c0abc8d12ed8710a0"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static T [] NGUITools.FindActive&lt; T &gt; </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Find all active objects of specified type. </p>
<div class="typeconstraint">
<dl><dt><b>Type Constraints</b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em>T</em></td><td>&#160;:</td><td valign="top"><em>Component</em></td><td>&#160;</td></tr>
</table>
</dl>
</div>

</div>
</div>
<a class="anchor" id="ab18671e3a0c8dfecde8d0f2bfd4ff404"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static Camera NGUITools.FindCameraForLayer </td>
          <td>(</td>
          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>layer</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Find the camera responsible for drawing the objects on the specified layer. </p>

</div>
</div>
<a class="anchor" id="ace6a5185629188fe27d9f744f88f8949"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static T NGUITools.FindInParents&lt; T &gt; </td>
          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>go</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Finds the specified component on the game object or one of its parents. </p>
<div class="typeconstraint">
<dl><dt><b>Type Constraints</b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em>T</em></td><td>&#160;:</td><td valign="top"><em>Component</em></td><td>&#160;</td></tr>
</table>
</dl>
</div>

</div>
</div>
<a class="anchor" id="a75790034faf2d2187095d025958b0f16"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static T NGUITools.FindInParents&lt; T &gt; </td>
          <td>(</td>
          <td class="paramtype">Transform&#160;</td>
          <td class="paramname"><em>trans</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Finds the specified component on the game object or one of its parents. </p>
<div class="typeconstraint">
<dl><dt><b>Type Constraints</b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em>T</em></td><td>&#160;:</td><td valign="top"><em>Component</em></td><td>&#160;</td></tr>
</table>
</dl>
</div>

</div>
</div>
<a class="anchor" id="a7d6ee874b7dc77c2b23ce3123833e5a0"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static bool NGUITools.GetActive </td>
          <td>(</td>
          <td class="paramtype">Behaviour&#160;</td>
          <td class="paramname"><em>mb</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Helper function that returns whether the specified MonoBehaviour is active. </p>

</div>
</div>
<a class="anchor" id="a7a611932d2e0039fcc71fc1d70c0a6f2"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static bool NGUITools.GetActive </td>
          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>go</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Unity4 has changed GameObject.active to GameObject.activeself. </p>

</div>
</div>
<a class="anchor" id="ae30964b1c6b6d6b0dbaca1d525798f38"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static string NGUITools.GetFuncName </td>
          <td>(</td>
          <td class="paramtype">object&#160;</td>
          <td class="paramname"><em>obj</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">string&#160;</td>
          <td class="paramname"><em>method</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Convenience function that converts Class + Function combo into Class.Function representation. </p>

</div>
</div>
<a class="anchor" id="a7e3fb287582e90e62deb042e50c32709"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static string NGUITools.GetHierarchy </td>
          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>obj</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Returns the hierarchy of the object in a human-readable format. </p>

</div>
</div>
<a class="anchor" id="a0bbce0a5465a429a79d8f9a179c6a599"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static GameObject NGUITools.GetRoot </td>
          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>go</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Get the rootmost object of the specified game object. </p>

</div>
</div>
<a class="anchor" id="aa02cbd434bade08dceed81a336828c37"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static Vector3 [] NGUITools.GetSides </td>
          <td>(</td>
          <td class="paramtype">this Camera&#160;</td>
          <td class="paramname"><em>cam</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Get sides relative to the specified camera. The order is left, top, right, bottom. </p>

</div>
</div>
<a class="anchor" id="adcd441cadc307d8554449947eef190d4"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static Vector3 [] NGUITools.GetSides </td>
          <td>(</td>
          <td class="paramtype">this Camera&#160;</td>
          <td class="paramname"><em>cam</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>depth</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Get sides relative to the specified camera. The order is left, top, right, bottom. </p>

</div>
</div>
<a class="anchor" id="a16f9c249c9f3ed819e969f7709bcf461"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static Vector3 [] NGUITools.GetSides </td>
          <td>(</td>
          <td class="paramtype">this Camera&#160;</td>
          <td class="paramname"><em>cam</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">Transform&#160;</td>
          <td class="paramname"><em>relativeTo</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Get sides relative to the specified camera. The order is left, top, right, bottom. </p>

</div>
</div>
<a class="anchor" id="a43a4cff473f468d98c0a31d17d8a319a"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static Vector3 [] NGUITools.GetSides </td>
          <td>(</td>
          <td class="paramtype">this Camera&#160;</td>
          <td class="paramname"><em>cam</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>depth</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">Transform&#160;</td>
          <td class="paramname"><em>relativeTo</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Get sides relative to the specified camera. The order is left, top, right, bottom. </p>

</div>
</div>
<a class="anchor" id="af2b5bab5076d75a775c2a956fa9f71bf"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static string NGUITools.GetTypeName </td>
          <td>(</td>
          <td class="paramtype">UnityEngine.Object&#160;</td>
          <td class="paramname"><em>obj</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Helper function that returns the string name of the type. </p>

</div>
</div>
<a class="anchor" id="a29fcbd0f827d51fab72966d687d889b0"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static string <a class="el" href="class_n_g_u_i_tools.html#af2b5bab5076d75a775c2a956fa9f71bf">NGUITools.GetTypeName</a>&lt; T &gt; </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Helper function that returns the string name of the type. </p>

</div>
</div>
<a class="anchor" id="a8fa28ed56f56b8bf0907f09cc89e4510"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static Vector3 [] NGUITools.GetWorldCorners </td>
          <td>(</td>
          <td class="paramtype">this Camera&#160;</td>
          <td class="paramname"><em>cam</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Get the camera's world-space corners. The order is bottom-left, top-left, top-right, bottom-right. </p>

</div>
</div>
<a class="anchor" id="a81aa2e5592dc84aa7657b5b03d875032"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static Vector3 [] NGUITools.GetWorldCorners </td>
          <td>(</td>
          <td class="paramtype">this Camera&#160;</td>
          <td class="paramname"><em>cam</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>depth</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Get the camera's world-space corners. The order is bottom-left, top-left, top-right, bottom-right. </p>

</div>
</div>
<a class="anchor" id="a56abe3a6d7fe30a510e8e184378a8fb0"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static Vector3 [] NGUITools.GetWorldCorners </td>
          <td>(</td>
          <td class="paramtype">this Camera&#160;</td>
          <td class="paramname"><em>cam</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">Transform&#160;</td>
          <td class="paramname"><em>relativeTo</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Get the camera's world-space corners. The order is bottom-left, top-left, top-right, bottom-right. </p>

</div>
</div>
<a class="anchor" id="a73e3abbe33ba8e2665ee57f8e33a9075"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static Vector3 [] NGUITools.GetWorldCorners </td>
          <td>(</td>
          <td class="paramtype">this Camera&#160;</td>
          <td class="paramname"><em>cam</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>depth</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">Transform&#160;</td>
          <td class="paramname"><em>relativeTo</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Get the camera's world-space corners. The order is bottom-left, top-left, top-right, bottom-right. </p>

</div>
</div>
<a class="anchor" id="ae4591bd351fd483df86cd9fc1cc03600"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static void NGUITools.ImmediatelyCreateDrawCalls </td>
          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>root</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Immediately start, update, and create all the draw calls from newly instantiated UI. This is useful if you plan on doing something like immediately taking a screenshot then destroying the UI. </p>

</div>
</div>
<a class="anchor" id="a554196742a069566410173cdf6ff81f6"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static bool NGUITools.IsActive </td>
          <td>(</td>
          <td class="paramtype">Behaviour&#160;</td>
          <td class="paramname"><em>mb</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Helper function that returns whether the specified MonoBehaviour is active. </p>

</div>
</div>
<a class="anchor" id="ac0cc514d7b4bcb259c4ced9275dc8288"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static bool NGUITools.IsChild </td>
          <td>(</td>
          <td class="paramtype">Transform&#160;</td>
          <td class="paramname"><em>parent</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">Transform&#160;</td>
          <td class="paramname"><em>child</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Determines whether the 'parent' contains a 'child' in its hierarchy. </p>

</div>
</div>
<a class="anchor" id="a4d173c6905de1001844a9295b2c4b600"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static byte [] NGUITools.Load </td>
          <td>(</td>
          <td class="paramtype">string&#160;</td>
          <td class="paramname"><em>fileName</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Load all binary data from the specified file. </p>

</div>
</div>
<a class="anchor" id="a29c2a0697b90ac74279096f513b93ccb"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static void NGUITools.MakePixelPerfect </td>
          <td>(</td>
          <td class="paramtype">Transform&#160;</td>
          <td class="paramname"><em>t</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Make the specified selection pixel-perfect. </p>

</div>
</div>
<a class="anchor" id="ae121ff3c92a03a8e754845442ccbe40e"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static void NGUITools.MarkParentAsChanged </td>
          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>go</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Inform all widgets underneath the specified object that the parent has changed. </p>

</div>
</div>
<a class="anchor" id="a6555c9a54026112c3ead4adeb38c6802"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static void NGUITools.NormalizeDepths </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Normalize the depths of all the widgets and panels in the scene, making them start from 0 and remain in order. </p>

</div>
</div>
<a class="anchor" id="a0715d459e917adb980a70756a957363f"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static void NGUITools.NormalizePanelDepths </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Normalize the depths of all the panels in the scene, making them start from 0 and remain in order. </p>

</div>
</div>
<a class="anchor" id="a9d901cc6fa95305e5e416178f678439c"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static void NGUITools.NormalizeWidgetDepths </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Normalize the depths of all the widgets in the scene, making them start from 0 and remain in order. </p>

</div>
</div>
<a class="anchor" id="a002a76e729527411410f1088b83dc669"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static void NGUITools.NormalizeWidgetDepths </td>
          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>go</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Normalize the depths of all the widgets in the scene, making them start from 0 and remain in order. </p>

</div>
</div>
<a class="anchor" id="a9c6195ebe2612f36aa44af2ab721e23d"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static void NGUITools.NormalizeWidgetDepths </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="class_u_i_widget.html">UIWidget</a>[]&#160;</td>
          <td class="paramname"><em>list</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Normalize the depths of all the widgets in the scene, making them start from 0 and remain in order. </p>

</div>
</div>
<a class="anchor" id="ac3dca93bffb20e95b1e7f0f334c1c38d"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static Color NGUITools.ParseColor </td>
          <td>(</td>
          <td class="paramtype">string&#160;</td>
          <td class="paramname"><em>text</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>offset</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

</div>
</div>
<a class="anchor" id="ac56f4b23e7624744fe51d5f618df6f08"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static AudioSource NGUITools.PlaySound </td>
          <td>(</td>
          <td class="paramtype">AudioClip&#160;</td>
          <td class="paramname"><em>clip</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Play the specified audio clip. </p>

</div>
</div>
<a class="anchor" id="a8d1b9dfc1f1db01b65a73f967af35efa"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static AudioSource NGUITools.PlaySound </td>
          <td>(</td>
          <td class="paramtype">AudioClip&#160;</td>
          <td class="paramname"><em>clip</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>volume</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Play the specified audio clip with the specified volume. </p>

</div>
</div>
<a class="anchor" id="a636697cdeb66b095a790e2f54893456a"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static AudioSource NGUITools.PlaySound </td>
          <td>(</td>
          <td class="paramtype">AudioClip&#160;</td>
          <td class="paramname"><em>clip</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>volume</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>pitch</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Play the specified audio clip with the specified volume and pitch. </p>

</div>
</div>
<a class="anchor" id="a894debdc4bc056201d51d66fe6402427"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static void NGUITools.PushBack </td>
          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>go</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Push all of the widgets on the specified object back, making them appear behind everything else. </p>

</div>
</div>
<a class="anchor" id="ae0f332c30263a8837898a21dcc7c1207"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static int NGUITools.RandomRange </td>
          <td>(</td>
          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>min</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>max</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>New WWW call can fail if the crossdomain policy doesn't check out. Exceptions suck. It's much more elegant to check for null instead. </p>
<p>Same as Random.Range, but the returned value is between min and max, inclusive. Unity's Random.Range is less than max instead, unless min == max. This means Range(0,1) produces 0 instead of 0 or 1. That's unacceptable. </p>

</div>
</div>
<a class="anchor" id="aa36b09e28113ac3ac7cdc94abff21d20"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static void NGUITools.RegisterUndo </td>
          <td>(</td>
          <td class="paramtype">UnityEngine.Object&#160;</td>
          <td class="paramname"><em>obj</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">string&#160;</td>
          <td class="paramname"><em>name</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Convenience method that works without warnings in both Unity 3 and 4. </p>

</div>
</div>
<a class="anchor" id="a6960ef964518928cadb2082c4114713a"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static Vector3 NGUITools.Round </td>
          <td>(</td>
          <td class="paramtype">Vector3&#160;</td>
          <td class="paramname"><em>v</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Helper function used to make the vector use integer numbers. </p>

</div>
</div>
<a class="anchor" id="a6db483e91c9365407313cee1be1ea584"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static bool NGUITools.Save </td>
          <td>(</td>
          <td class="paramtype">string&#160;</td>
          <td class="paramname"><em>fileName</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">byte[]&#160;</td>
          <td class="paramname"><em>bytes</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Save the specified binary data into the specified file. </p>

</div>
</div>
<a class="anchor" id="aa24a5ceb80197abee0f4a17318d593c7"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static void NGUITools.SetActive </td>
          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>go</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>state</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>SetActiveRecursively enables children before parents. This is a problem when a widget gets re-enabled and it tries to find a panel on its parent. </p>

</div>
</div>
<a class="anchor" id="a9a5c9792612064293b483683c21d7264"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static void NGUITools.SetActive </td>
          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>go</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>state</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>compatibilityMode</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>SetActiveRecursively enables children before parents. This is a problem when a widget gets re-enabled and it tries to find a panel on its parent. </p>

</div>
</div>
<a class="anchor" id="adf8e6e25ca845de9c398d53bb95a9dff"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static void NGUITools.SetActiveChildren </td>
          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>go</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>state</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Activate or deactivate children of the specified game object without changing the active state of the object itself. </p>

</div>
</div>
<a class="anchor" id="a57f8ed7ef69ba6885e075be1e589ca9b"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static void NGUITools.SetActiveSelf </td>
          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>go</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>state</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Unity4 has changed GameObject.active to GameObject.SetActive. </p>

</div>
</div>
<a class="anchor" id="a35602194b1fad46338097fef9395543b"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static void NGUITools.SetChildLayer </td>
          <td>(</td>
          <td class="paramtype">Transform&#160;</td>
          <td class="paramname"><em>t</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>layer</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Helper function that recursively sets all children with widgets' game objects layers to the specified value. </p>

</div>
</div>
<a class="anchor" id="a26b34b0a63923c207e0ca6a5578d94b4"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static void NGUITools.SetDirty </td>
          <td>(</td>
          <td class="paramtype">UnityEngine.Object&#160;</td>
          <td class="paramname"><em>obj</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Convenience function that marks the specified object as dirty in the Unity Editor. </p>

</div>
</div>
<a class="anchor" id="a3cb280fd0728a018a8e1514046bf2a96"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static void NGUITools.SetLayer </td>
          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>go</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>layer</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Recursively set the game object's layer. </p>

</div>
</div>
<a class="anchor" id="af12cd5c3ef0e859a642bc2603b8ac228"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static string NGUITools.StripSymbols </td>
          <td>(</td>
          <td class="paramtype">string&#160;</td>
          <td class="paramname"><em>text</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

</div>
</div>
<a class="anchor" id="a75acffdb73fa29dd172f02460a6c4bec"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static void NGUITools.UpdateWidgetCollider </td>
          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>go</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Adjust the widget's collider based on the depth of the widgets, as well as the widget's dimensions. </p>

</div>
</div>
<a class="anchor" id="ad0ec22efee68f35424dc719828f1cd2a"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static void NGUITools.UpdateWidgetCollider </td>
          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>go</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>considerInactive</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Adjust the widget's collider based on the depth of the widgets, as well as the widget's dimensions. </p>

</div>
</div>
<a class="anchor" id="a8f62a9cff08763ff9967af1dcb2881bf"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static void NGUITools.UpdateWidgetCollider </td>
          <td>(</td>
          <td class="paramtype">BoxCollider&#160;</td>
          <td class="paramname"><em>box</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>considerInactive</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Adjust the widget's collider based on the depth of the widgets, as well as the widget's dimensions. </p>

</div>
</div>
<a class="anchor" id="a723e5451c312265519497c4e4dca7784"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">static void NGUITools.UpdateWidgetCollider </td>
          <td>(</td>
          <td class="paramtype">BoxCollider2D&#160;</td>
          <td class="paramname"><em>box</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>considerInactive</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Adjust the widget's collider based on the depth of the widgets, as well as the widget's dimensions. </p>

</div>
</div>
<h2 class="groupheader">Property Documentation</h2>
<a class="anchor" id="acb24886fa1002dc96d5055d124ac07a2"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">string NGUITools.clipboard</td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span><span class="mlabel">get</span><span class="mlabel">set</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Access to the clipboard via undocumented APIs. </p>

</div>
</div>
<a class="anchor" id="a89ecd889b79050b46582bf114f03f610"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">bool NGUITools.fileAccess</td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span><span class="mlabel">get</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Helper function &ndash; whether the disk access is allowed. </p>

</div>
</div>
<a class="anchor" id="abdbecf2a0c6cfcd07d50e1ee2f04c3f8"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">Vector2 NGUITools.screenSize</td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span><span class="mlabel">get</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Size of the game view cannot be retrieved from Screen.width and Screen.height when the game view is hidden. </p>

</div>
</div>
<a class="anchor" id="a9555e5e8db1b60040bb9ddedde398224"></a>
<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">float NGUITools.soundVolume</td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span><span class="mlabel">get</span><span class="mlabel">set</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Globally accessible volume affecting all sounds played via <a class="el" href="class_n_g_u_i_tools.html#ac56f4b23e7624744fe51d5f618df6f08" title="Play the specified audio clip. ">NGUITools.PlaySound()</a>. </p>

</div>
</div>
<hr/>The documentation for this class was generated from the following file:<ul>
<li>D:/Projects/NGUI/Assets/NGUI/Scripts/Internal/<a class="el" href="_n_g_u_i_tools_8cs.html">NGUITools.cs</a></li>
</ul>
</div><!-- contents -->
</div><!-- doc-content -->
<!-- start footer part -->
<div id="nav-path" class="navpath"><!-- id is needed for treeview function! -->
  <ul>
    <li class="navelem"><a class="el" href="class_n_g_u_i_tools.html">NGUITools</a></li>
    <li class="footer">Generated on Sat Sep 13 2014 05:29:17 for NGUI: Next-Gen UI kit by
    <a href="http://www.doxygen.org/index.html">
    <img class="footer" src="doxygen.png" alt="doxygen"/></a> 1.8.8 </li>
  </ul>
</div>
</body>
</html>
